Page 1 of 8

[Gameplay] Deviation modifications

Posted: 2008-10-05 18:57
by Jaymz
The following values are what will go into 0.85 testing. So bare in mind that this is not final. This journal post is just so everyone knows that the deviation system is still being refined.

What you see below is the result of myself and others assessing how the changes made for 0.8 impacted gameplay, as well as what changes needed to be made in order to keep all the benefits of the 0.8 deviation while addressing the problems.



Ironsight/Scoped rifle*

Changes

1. Hit Capability and its relativity to settle time after moving (WASD). Basically, this is how far your bullet will deviate from exactly where you aim while sighted in.

Standing @ 250m

0 Seconds : 7m
1 Seconds : 5.9m
2 Seconds : 4.8m
3 Seconds : 3.8m
4 Seconds : 2.7m
5 Seconds : 1.7m
6 Seconds : 0.7m


Crouching @ 250m

0 Seconds : 5.2m
1 Seconds : 4.4m
2 Seconds : 3.6m
3 Seconds : 2.8m
4 Seconds : 2.0m
5 Seconds : 1.3m
6 Seconds : 0.5m


Prone @ 250m

0 Seconds : 4.3m
1 Seconds : 3.7m
2 Seconds : 3.0m
3 Seconds : 2.4m
4 Seconds : 1.7m
5 Seconds : 1.0m
6 Seconds : 0.4m

Take into account that a soldier in the BF2 engine is roughly 0.4 meters wide. So if you're prone, have settled for six seconds and are pacing your shots well you'll hit a target 250m away 10/10.

Here's a comparison between this and the last two version of PR,

0.8 deviation reaches its minimum after 2.5 seconds of settle time. Your maximum accuracy @ 250m would be,

Stand = 0.9m
Crouch = 0.7m
Prone = 0.7m

0.75 deviation reached its minimum after 1.3 seconds of settle time. Your maximum accuracy @ 250m would be,

Stand = 0.6m
Crouch = 0.5m
Prone = 0.4m

The changes posted reach minimum after 6.6 seconds of settle time. Your maximum accuracy @ 250m would be,


Stand = 0.7m
Crouch = 0.5m
Prone = 0.4m

2. Increased settle time required after each shot from 1 second to 2.5 seconds

3. Decreased maximum cone of fire

4. Increased non-sighted accuracy for CQB purposes


DMR

Changes

1. Significantly improved accuracy allowing for DM rifles to engage targets up to and including 600m.

2. Increased settle time required (for maximum accuracy) after each shot from 1 second to 4.5 seconds

3. Increased settle time required (for maximum accuracy) after moving from 2.5 seconds to 5 seconds

4. Increased maximum cone of fire from moving


Sniper

Changes

1. Increased crouch accuracy (accurate out to 600m)

2. Increased prone accuracy (accurate out to any viewable distance)


SMG

Changes

1. Numerous changes to make them more "personal defence" orientated.


Pistol

Changes

1. Doubled settle time after moving

2. Increased deviation added after each shot


LMG

Changes

1. Lowered deviation of both deployed and undeployed states

2. Doubled the settle time required after moving from 3 seconds to 6 seconds for deployed state only (this is to discourage what happens now where players just run around with it constantly deployed and insta-prone upon engagement)



Conclusion

As always, this is not about injecting absolute realism into an engine that doesn't support it. It's about finding a balance between relative realism and gameplay that works within the confines of the BF2 engine and promotes teamwork.

Special thanks to [R-CON]Wolfe for putting deviation on the right path in 0.8 and laying the foundation for the changes you see listed above (which were heavily advised by him during several teamspeak meetings).

Re: [Gameplay] Deviation modifications

Posted: 2008-10-05 19:02
by =Romagnolo=
what ? even more dificult to hit than now ?!





lovely !

Re: [Gameplay] Deviation modifications

Posted: 2008-10-05 19:09
by Scot
Cool,well hope it works.

Re: [Gameplay] Deviation modifications

Posted: 2008-10-05 19:09
by ReadMenace
Sounds great!

-REad

Re: [Gameplay] Deviation modifications

Posted: 2008-10-05 19:09
by foxxravin
NICE, get even more deviation! :D yey for firefight

Re: [Gameplay] Deviation modifications

Posted: 2008-10-05 19:17
by Mariospeedwagen
I would simply like to be able to hit what I'm aiming dead in my sites at, within reason of course. Obviously we shouldn't be able to use an assault rifle as a sniper, but if I'm ~150 meters away from a target, and he's in my view for more than 5 seconds, he should have a 10% chance of living through that. The current deviation is ridiculous and doesn't seem to reward the player who used the better tactics or skills to DESERVE the kill.

Re: [Gameplay] Deviation modifications

Posted: 2008-10-05 19:22
by Spec
SMG

Changes

1. Numerous changes to make them more "personal defence" orientated.
What exaclty does that mean, especialy compared to the pistol?

Re: [Gameplay] Deviation modifications

Posted: 2008-10-05 19:24
by Jaymz
Mariospeedwagen wrote:if I'm ~150 meters away from a target, and he's in my view for more than 5 seconds, he should have a 10% chance of living through that.
With the values above, if he's 150m away and you're crouched and have settles for 5 seconds that's a definite hit.

Re: [Gameplay] Deviation modifications

Posted: 2008-10-05 19:28
by Outlawz7
2. Increased settle time required (for maximum accuracy) after each shot from 1 second to 4.5 seconds
Hmm I think 2 or 3 seconds would be better, now everyone's suppressive fire will look like this:
shot------shot-------shot-----

as opposed to shot---shot---shot now which pretty much scares the **** out of anyone who is smart enough not to stand around when being fired at.

Re: [Gameplay] Deviation modifications

Posted: 2008-10-05 19:31
by Jaymz
Outlawz wrote:Hmm I think 2 or 3 seconds would be better, now everyone's suppressive fire will look like this:
shot------shot-------shot-----

as opposed to shot---shot---shot now which pretty much scares the **** out of anyone who is smart enough not to stand around when being fired at.
That's for Marksmen only. Even then, they have significantly less minimum deviation than regular rifles so the 4.5 seconds wait is only if you're going for extremely accurate shots. Suppressive fire won't require 4.5 seconds per shot from a DMR.

Re: [Gameplay] Deviation modifications

Posted: 2008-10-05 19:35
by Rudd
'[R-DEV wrote:Jaymz;818704']LMG

Changes

1. Lowered deviation of both deployed and undeployed states

2. Doubled the settle time required after moving from 3 seconds to 6 seconds for deployed state only (this is to discourage what happens now where players just run around with it constantly deployed and insta-prone upon engagement)
add my thanks to Wolfe as well

Re: [Gameplay] Deviation modifications

Posted: 2008-10-05 19:54
by ReadMenace
Outlawz wrote:Hmm I think 2 or 3 seconds would be better, now everyone's suppressive fire will look like this:
shot------shot-------shot-----

as opposed to shot---shot---shot now which pretty much scares the **** out of anyone who is smart enough not to stand around when being fired at.
Those numbers are for maximum accuracy; suppressive fire does not require accuracy.

-REad

Re: [Gameplay] Deviation modifications

Posted: 2008-10-05 20:20
by Cptkanito
Love the changes...makes it harder...brill!!

Re: [Gameplay] Deviation modifications

Posted: 2008-10-05 20:24
by Rudd
Noobofthenight wrote:Moar deviation? Nothxkbai.

Seriously, 0.8 is already far too much, any more is just jokes in my opinion...
but the cone is being decrease, which will change the dynamic considerably

Re: [Gameplay] Deviation modifications

Posted: 2008-10-05 20:27
by ReadMenace
Dr2B Rudd wrote:but the cone is being decrease, which will change the dynamic considerably
Rudd, don't bother reasoning with them, it's clear they didn't read the post.

-REad

Re: [Gameplay] Deviation modifications

Posted: 2008-10-05 20:31
by Spaz
I will get removed from the test team for saying this but damn I really miss the 0.7 deviation. It feels like im the only one who thougth it was perfect.

Re: [Gameplay] Deviation modifications

Posted: 2008-10-05 20:34
by Mora
^ nope i'am with you.

Re: [Gameplay] Deviation modifications

Posted: 2008-10-05 20:34
by gazzthompson
there was deviation in .7 ?
3. Decreased maximum cone of fire

4. Increased non-sighted accuracy for CQB purposes

sounds good, cant wait.

Re: [Gameplay] Deviation modifications

Posted: 2008-10-05 20:35
by Spaz
Also as a little note, I really don't think I will get removed from the test team that was just a very bad joke.

Re: [Gameplay] Deviation modifications

Posted: 2008-10-05 20:36
by Scot
But Don... it's not increasing. Or in places where it is(which isn't many) the maximum cone of fire is decreased, meaning you have a smaller space to shoot at = more accurate.